You are on page 1of 1

'- 1OC=E 2?@?L?H=?

@IL
Tests Stability Tests
Ability pool + d6, difficulty 2 (easy) to 8 Difficulty 4, or lose Stability pool
Normal
(impossible) Incident Loss
Lead spends pool and rolls, other players add A human opponent attacks you with evident intent to
2
Piggybacking 1 pool (no benefit to roll), + 2 difficulty for do serious harm
each player not paying pool You are in a car or other vehicle accident serious
2
Lead spends pool and rolls, each player adds enough to pose a risk of injury
Cooperation
pool (+1 for each added beyond 1) A human opponent attacks you with evident intent to
3
Contests First to act, first to test; first to fail, loses kill
You see a supernatural creature from a distance 3
Fighting You see a supernatural creature up close 4
ƒ Scuffling vs. Scuffling or Shooting vs. Shooting You see a particularly grisly murder or accident scene 4
ƒ Higher current fighting pool goes first You learn that a friend or loved one has been violently
6
ƒ Hit Threshold (HT) is 3 (4, if Athletics rating 8+) killed
You are attacked by a supernatural creature 7
Free-for-all Combat You see a friend or loved one killed 7
Determined by highest fighting pool You see a friend or loved one killed in a particularly
Order of action 8
(Scuffling or Shooting) at start of combat gruesome manner
Tie-breaker 1 Ability rating
Tie-breaker 2 PCs over enemies Losing It
Tie-breaker 3 Player arrival time Stability Pool Effect
Shaken – Seem distracted: no Investigative
0 to -5
Weapon Table (Damage: d6 + Damage Modifier) abilities can be used; +1 difficulty to all tests
Weapon Type Damage Mental Illness* – Like Shaken; permanently
-6 to -11
Modifier lose 1 Stability rating point
Fist, Kick -2 Permanently Insane – May commit one last
-12 or more
Small improvised weapon, police baton, knife -1 crazy act; make a new character
Machete, heavy club, light firearm 0 * If mental illness from mundane cause, then Post-Traumatic
Sword, heavy firearm +1 Stress Disorder (PTSD). If mental illness from supernatural cause,
see p. 47.
Armor (Subtract From Damage)
Light Body Armor -2 from bullets, -1 cutting/stabbing Psychological Triage
Military Body Armor -3 from bullets. -1 cutting/stabbing ƒ For each Shrink point spent by another player, player can
regain 2 Stability points.
Cover (Reduces/Increases HT) ƒ If mental illness, another player can spend 2 Shrink points to
Exposed (No barrier) -1 give temporary lucidity for remainder of current scene.
Partial Cover (Half body exposed) 0
Full Cover (Barrier completely protects) +1 Head Games
ƒ During prologue to a case, Shrink test
Exhaustion, Injury, and (difficulty 4)
Gruesome Death Mental ƒ Three consecutive cases with success and
Health Pool Effect Illness Cure Stability stays above 0, then cured
Consciousness Roll vs. absolute negative Health ƒ If mental illness again, regains condition
Below 0
pool (can spend Health; reduces pool) permanently
Hurt – No Investigative abilities can be used; +1 Suppress ƒ Successful Shrink test suppresses symptoms
0 to -5 Symptoms
difficulty to all tests till next Stability loss.
Wounded – Make a Consciousness Roll; no
Investigative abilities can be used; can no longer Regaining Pool Points
-6 to -11 All Investigative
fight; till First Aid is given, lose 1 Health pool End of case
per 30 minutes abilities
-12 or more Dead – Make a new character Stability Between cases
Health 2 points per day of restful activity
Medic Athletics, Driving,
24 hours from last expenditure
Hurt Each point spent by another player, add 2 Health Scuffling, Shooting
pool All other abilities End of case
Wounded Another player may spend 2 points to stabilize;
no Health regained. Character must convalesce 1
day per negative Health pool; day 1 at 0 Health,
go to half pool; day 2, regain full Health pool

Created by Ron Blessing - http://www.thegamesthething.com

You might also like